level 4 updates, faster bees, highscore fixes

This commit is contained in:
alpine9000 2016-06-02 20:18:00 +10:00
parent 5c3470f441
commit dbf9b3771c
8 changed files with 56 additions and 36 deletions

View File

@ -20,10 +20,10 @@ VerticalScrollDownBee:
cmp.w #1,beeDownMovingDown
bne .up
.down:
add.w #1,d0
add.w beeDownSpeed,d0
bra .c1
.up:
sub.w #1,d0
sub.w beeDownSpeed,d0
.c1:
move.w d0,ITEM_Y_OFFSET(a1)
cmp.w #(ITEM_SPRITE_VSTART+(16*5))<<ITEM_Y_OFFSET_SHIFT_CONVERT,d4
@ -52,10 +52,10 @@ VerticalScrollUpBee:
cmp.w #1,beeUpMovingDown
bne .up
.down:
add.w #1,d0
add.w beeUpSpeed,d0
bra .c1
.up:
sub.w #1,d0
sub.w beeUpSpeed,d0
.c1:
move.w d0,ITEM_Y_OFFSET(a1)
cmp.w #(ITEM_SPRITE_VSTART)<<ITEM_Y_OFFSET_SHIFT_CONVERT,d4

View File

@ -894,20 +894,22 @@ BlitCountdown:
;; \a music module index
;; \b 0 = load from disk, 1 = resident
;; \c sprite
Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1,pig
Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1,pig
Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOO HOO!",A,21,0,1,pig
Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1,pig
Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1,pig
Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1,pig
Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"YOU DID IT!",A,21,0,1,pig
;; \d beeUp speed
;; \e beeDown speed
Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1,pig,1,1
Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1,pig,1,1
Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOO HOO!",A,21,0,1,pig,1,1
Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1,pig,1,1
Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1,pig,1,1
Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1,pig,1,1
Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"YOU DID IT!",A,21,0,1,pig,1,1
Level 1,"WELCOME TO BLOCKY SKIES!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",A,99,0,1,pig
Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0,robot
Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0,pig
Level 4,"MOO!",75,4*2,8,6,"ALRIGHT! LEVEL 4 COMPLETE!!",E,99,2,0,cow
Level 5,"KABOOM?!",200,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0,tank
Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0,cow
Level 1,"WELCOME TO BLOCKY SKIES!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",A,99,0,1,pig,1,1
Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0,robot,1,1
Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0,pig,1,1
Level 4,"MOO!",75,4*2,8,6,"ALRIGHT! LEVEL 4 COMPLETE!!",E,99,2,0,cow,2,3
Level 5,"KABOOM?!",75,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0,tank,1,1
Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0,cow,2,2
Palette A

View File

@ -175,51 +175,63 @@ splashCopperListBplPtr:
dc.w PLAY_COPPER_WORD,$fffe
dc.w COLOR31
dc.w MENU_FIRE_TOP_COLOR
dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
dc.w COLOR31
dc.w MENU_FIRE_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$1000,$fffe
dc.w COLOR31
firstTopColor:
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$1000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$1000+(($1000/4)*3),$fffe
dc.w COLOR31
firstBottomColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$2000,$fffe
dc.w COLOR31
secondTopColor:
firstTopColor:
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$2000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$2000+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w COLOR31
firstBottomColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$3000,$fffe
dc.w COLOR31
secondTopColor:
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$3000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$3000+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w COLOR31
secondBottomColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$4000,$fffe
dc.w COLOR31
thirdTopColor:
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$4000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$4000+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w COLOR31
thirdBottomColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$5000,$fffe
dc.w COLOR31
fourthTopColor:
dc.w MENU_TEXT_COLOR
dc.w $ffdf,$fffe
dc.w $06df,$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w COLOR31
fourthBottomColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.w $9df,$fffe
dc.w COLOR31
fifthTopColor:
dc.w MENU_TEXT_COLOR
dc.w $16df,$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w $16df,$fffe
dc.w COLOR31
fifthBottoMColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.l $fffffffe

View File

@ -2,6 +2,8 @@
xdef __score
xdef __nextPlayerBonus
xdef beeUpSpeed
xdef beeDownSpeed
xdef SetupItemSpriteData
xdef ScrollItemSprites
@ -495,7 +497,8 @@ __score:
__nextPlayerBonus:
dc.l 0
beeUpSpeed:
dc.w 0
beeDownSpeed:
dc.w 0
align 4

View File

@ -1,6 +1,8 @@
Level: macro
InstallLevel\1:
movem.l d0/a0-a1,-(sp)
move.w #\d,beeUpSpeed
move.w #\e,beeDownSpeed
move.l #\cPlayerSpriteConfig,playerSpriteConfig
move.l #level\1StartMessage,startMessage
move.l #level\1CompleteMessage,levelCompleteMessage

View File

@ -18,7 +18,7 @@
</layer>
<layer name="items" width="100" height="8">
<data encoding="base64" compression="zlib">
eJztld0KgzAMhe2jTefU/biC6JW+/2uoYCErTfNjJ1743Qj15CQ9Ac2yizORG3nNjVljjayH0z2356iYDfM8ihT91nxjGRfmV6vxhx4N4fHaeaciQSZaD05dR2hcxpys4e7uiP6NnGN6H2pfWrC5uExePec+2izq5X25ZV0DrfXq4D6sYI+OkqGFPTn6D6HpD/5mSVjv588/MHYFCe1EwoOo0Xim6N8GzqlZY4T8tJ7S/4Q0wyqi//c+9vI9+XwX6ZgB5+gTDw==
eJztld0KgzAMhe2jbf5Mp9sKsl3p+7+GChZiaZofO/HC70bQk5P0BGqWXZyJu5HX3Jg11sh6ON1zfQ6K2TDPo0jRb8k3lnFutlqNP/RoCI9255nyBJloPTh1PaFxGXOyhrsrEH2HvMf0PtS+tGBzcRm9es55tFnU8/dyzRreE9arg/uwgj06SoYW9uToX4Tme/CdJWE5nz//j7ErSGgnEiqiRuOZov878J6aNUbIT+sp/U9IM3xE9P/ex14+J5/vIh0TY2cTIw==
</data>
</layer>
</map>

View File

@ -18,7 +18,7 @@
</layer>
<layer name="items" width="100" height="8">
<data encoding="base64" compression="zlib">
eJxjYBgFowABghgH2gXUAV5AfzgNE7/QCngjhY8zjcMKZBet7RjKwIdA2LiQEHZRRKgF2YfLzBgK44lS/QMNfPG43xUoF00D/4HsdEUzN5bG4Uhr86kB/PC40Y2G7gfZS0vzRwFpwB8YF+6j8THsAABh4Ag/
eJztkUkOgCAQBPFrspi4Jh5d/v8Np29GCYo6AtE+TmCqOiPEny8kz/az0jLrLbMUg262zsgUUUdJLlUgnzVXMjuAxcV48p6KdtUB7nHEVB5Ow4m34PnsDBVNjs3Lni4efEYGHzB1Avcw5Ni+6OliGUYPcLf7Z+beV/YX9Kdj8OLu6ht0LCJz+nM/C4Q3DA8=
</data>
</layer>
</map>

View File

@ -403,12 +403,13 @@ CheckPlayerMiss:
move.w (a2),d0
move.w d0,spriteCurrentPathwayTile
bsr CheckDirection
;; a3 now points at the tile under the sprite
move.l a3,foregroundPlayerTileAddress
cmp.w #$78e,d0
bge .noBigBang
;; a3 now points at the tile under the sprite
move.l a3,foregroundPlayerTileAddress
move.w (a3),d0
cmp.w #FOREGROUND_TILE_EMPTY,d0 ; empty tile
@ -502,7 +503,7 @@ GetNextAutoMove:
.leftBottom:
cmp.w #PLAYER_MOVE_RIGHT,spriteLastMove
beq .goDown
bra .goLeft
bra .goLeft
.topRight:
cmp.w #PLAYER_MOVE_DOWN,spriteLastMove
beq .goRight